Advanced Gameplay
WELCOME
Welcome to Wolf Bite: a Curious Game of Strategic Deception.
Your space is about to be transformed into a humble village before our time. You'll be fighting for survival in a whirlwind of accusations, bluffing, and outright deceit. You'll learn a lot about your friends, and even more about yourself.
7+ Players (Including the Narrator)
Ages 12+
OBJECTIVE
Werewolves: Overwhelm the village by feasting upon innocent villagers.
Innocent Characters: Discover who the Werewolves are, and execute them.
Other Characters: (See character descriptions for more).
SETUP
One player must be the narrator and guide the game— theatrics are encouraged. This player builds a deck of character tokens based on the count of players excluding themselves. Placing the tokens back in the box each player draws a token, choosing their own fate.
Players secretly learn their identity, new players may ask any questions privately to the narrator, and then it’s lights out!
TURN PHASES
Each turn consists of two phases, each with specific events & player actions:
Night Phase:
Dim the lights as the sun sets, everyone closes their eyes falling to sleep.
The Narrator calls the Werewolves to awaken; they must unanimously and silently make a kill.
Day Phase:
The sun rises as the entire village awakens, the Narrator announces who was killed.
All players now must deliberate and discover clues as to who the Werewolves are.
A vote is eventually called for who the village will execute.
If a majority vote is reached, the accused player has one last chance to defend themselves.
If voters change their minds, deliberation continues.
If not, the accused player is executed and reveals their identity.
Night and day phases continue until the end of the game.
ADVANCED CHARACTERS GAMEPLAY
Adding additional special characters makes the game more fun and complex.
During the night phase the Narrator must call upon these additional characters. The order they are called greatly matters and is as follows:
Thief***
Cupid*
Necromancer**
Village Drunk***
Priest
Defender
Werewolves
Alpha Wolf
Psychic
Witch
Baker
Piper
Village Elder*
Village Idiot*
First Night Only*
Only Nights Following a Death**
Third Night Only***
Pro Tip: Make sure your group is advanced enough before you add too many special characters. An excess or special characters can create excessively long night phases or boredom!
The Basic Character Tokens
Werewolf
The Werewolves work as a team as the main antagonists of the game.
Each night after being called upon by the Narrator, they must quietly and unanimously decide on a single person to feast upon. They should choose wisely and quickly because some Villagers are keen to the Werewolves’ patterns.
Recommended Werewolf Counts (Excludes Narrator):
6-8 Players: 1-3 Werewolves
9-12+ Players: 3+ Werewolves
Villager
An innocent character who's determined to find the Werewolves. They have no special powers, but the impact of a Villager is not to be underestimated because they do, in fact, have the greatest power of all! Strength in numbers.
A Villager can observe and judge interactions objectively because they are free of the pressure and anxieties that come along with power.
Psychic
An innocent character with the ability to check the status of one player each night. The Narrator calls upon the Psychic at night after the Werewolves have been called. The Psychic then points to an individual they want to know the identity of and receives a thumbs up from the Narrator confirming they are a werewolf or a thumbs down signifying that they are not a werewolf.
The Psychic's powers are limited so they must be quick and smart about their choices.
Witch
An innocent character that possesses two potions:
One potion to revive a player.
One potion to kill a player.
When called upon during the night the Narrator points to the character who was just killed by the Werewolves, and asks if the Witch wants to save them with their revive potion. The Witch delivers a non-verbal response.
The Narrator also then asks if they would like to kill anyone with their kill potion. If so, the Witch points to whom they would like to kill.
Pro Tip: Each potion may only be used once per game. The Witch may use their revive potion on themselves as well. The revive potion only works in the event of a standard Werewolf attack— not from a public execution, Alpha Wolf attack, or any other form of death.
Peeking Girl
The Peeking Girl is an innocent character who is allowed to peak during the Werewolves' turn in the night phase— and only during the standard Werewolves’ turn.
They are not called upon, they peek of their own free will. Discretion is key. If the Werewolves catch them the Peeking Girl instantly dies of fright, and the Werewolves still get to make a kill!
Defender
This innocent character who is given the task of protecting one player every night. With their mighty shield and sword, they are posted outside of a player’s home at night to fend off any standard Werewolf attack!
But, the Defender can never defend the same person two nights in a row!
Perhaps it's valor, maybe plain stupidity, or maybe it's in the contract they signed with the King? Regardless, the Defender must choose wisely and strategically!
Pro Tip: The Defender may be brave, but even the Alpha Wolf is too much for them. They cannot defend against Alpha Wolf attacks.
Shooter
The Shooter is an innocent character with the special ability to kill someone immediately after their death is announced.
Their decision must be immediate as this final act of vigilantism happens moment before their death.
Prior to death, the Shooter acts as a normal Villager— though perhaps more confident.
Pro Tip: All players must be wary of the Shooter! Werewolf or not, the Shooter has been known to shoot those who double cross them.
Scapegoat
An innocent character that is instantly killed in the case of a tie vote or a unanimous no-kill vote.
In their dying breath, this martyr then decides which players get the right to vote the following day.
The Scapegoat gets to pick as many or as few people as they wish.
Cupid
This innocent character possesses one of the most powerful forces in the whole world: Love!
Cupid is called on the first night of the game and chooses two players players to fall in love. They point to two players during the night and then return to sleep after firing their arrows. The Lovers are then tapped by the Narrator prompting them to awaken and acknowledge one another. After a brief, silent greeting they return to sleep.
The two players in love are now connected for the remainder of the game and must act as secret partners; if one of them dies, the other also dies immediately from a broken heart!
Note that any character has the potential to fall in love— including Werewolves, or Cupid themselves.
Pro Tip: In the event of an end-game stalemate with no Scapegoat in play, the Lovers simply run off together to start a new life, winning the game.
Priest
Perhaps the most innocent character of all, the Priest has the ability to protect one player from a standard Werewolf attack each night by blessing them. When called upon the Priest wakes up and points to who they would like to bless that night.
The same person may be blessed multiple nights in a row however the Priest is not able to bless themselves. How virtuous!
Alpha Wolf
A true alpha, the Alpha Wolf is on the Werewolves’ team but also acts on their own. The Alpha Wolf plays and acts like a normal Werewolf, but after the initial group-Werewolf kill, the Alpha is called separately to make their own kill to feed their insatiable appetite. This can be any player— even another Werewolf if the Alpha sees it as the best strategic move for the group
Pro Tip: Defensive characters are no match for the Alpha Wolf’s savage strength and intimidation: The Alpha’s kill is unaffected by the Priest’s blessings and Defender’s guarding, and the Witch does not get the option to use their revival potion on the Alpha’s kill.
Wolf Cub
Adorable— yet still a Werewolf, don’t be fooled by their endearing nature. The Wolf Cub plays and acts like a normal Werewolf.
However, if killed, the Werewolves get to make 2 kills the following night out of revenge!
Pro Tip: The Wolf Cub can even be killed by the Alpha Wolf in a strategically heartbreaking move.
Piper
The Piper has their own insidious agenda, operating on their own secretly; separately from the Werewolves and the innocents.
Every night the Narrator calls on the Piper and asks which two players they would like to charm. After the Piper silently indicates their choices, the Narrator taps the newly charmed players, and then asks that any players who have been charmed (the current night plus all previous nights) wake up and see who all has been charmed.
Charming is spellbound-like state in which the players are destined to fall victim to the Piper if the entire village becomes charmed. Players cannot talk about being charmed, and it does not affect their ability to vote or die.
If the Piper manages to charm all living players, the Piper is declared the winner and the game is over.
Pro Tip: Since charmed players cannot talk about being charmed during the day, they must instead use the brief nightly opportunity to nonverbally discuss who the Piper attempting to charm all of them is.
Village Elder
The Village Elder, with their cunning wisdom, can survive one standard Werewolf attack by outsmarting them and sneaking away. However, the Werewolves thirst for blood outweighs intelligence— the Elder dies from the Werewolves’ second attempt.
The Elder cannot survive an execution, Witch’s kill potion, Shooter’s gun shot, etc. If this occurs, the Elder is simply dead as any other character would be.
That said, when the Elder does die (regardless of how) all players lose their special abilities except the Werewolves.
The Narrator calls on the Village Elder only on the first night so the Narrator knows who has this power.
Pro Tip: In the event of a standard Werewolf attack, the Narrator simply announces there was no death— no explanation should be given. This adds layers to the village’s deliberation… Was it the Witch’s potion? The Defender’s guard? No one knows for sure.
Village Idiot
Every village has its idiot!
Generally speaking, the Village Idiot is just a normal villager but they do have one "special" ability: If they’re voted to be executed, the village feels guilty and they can’t go through with it.
The Idiot survives being executed, but can longer vote. They can— and should— still argue, accuse, and raise questions among the village debates though.
The Narrator calls on the Village Idiot only on the first night so the Narrator knows who has this power.
Pro Tip: The Idiot dies if the Village Elder dies, who is usually tasked with caring of the lad.
Village Drunk
We all have that one friend that shows their true colors after a few too many drinks. This is the Village Drunk.
Acting as a normal Villager until the third night; then the Narrator calls for the Drunk to change to a new role, decided by the Narrator handing them a new token. The night then continues as normal.
Pro Tip: The Village Drunk shouldn’t disclose they are the Drunk in the early game because no one knows what they will become. Did they become another Werewolf? A Piper? What a twist!
Necromancer
Gifted with the power of raising the dead for their own biddings, the Necromancer— uniquely powerful and reserved for larger, experienced groups— is an innocent (yet deranged) character.
The Necromancer may resurrect the most recently killed player. The Narrator points to the dead player and asks if the Necromancer would like to resurrect them, Necromancers gives a non-verbal confirmation or denial.
Once resurrected, the newly-resurrected player resumes their new role as a Villager, however upon morning it becomes clear that this resurrected player will never be the same again. They are alive, but without a soul. They can no longer speak and are forced to vote along with the Necromancer. If the Necromancer votes for a player, all resurrected players must vote for that player too.
The Necromancer’s power is limited to 3 resurrections per game. If the Necromancer dies so do their resurrected.
Pro Tip: The Necromancer is called at Night after a kill has been made— they must be called first to keep identities in the night secret.
Baker
This innocent character has the important job of feeding the village. Without their bread, the village will starve!
The Baker is called every night to deliver bread to a player. The player that received bread is announced in the morning by the Narrator.
Why should the Werewolves care? Because if the Baker is killed, the village only has 3 nights to find and kill the Werewolves or all innocent villagers starve! The Baker is perfect for large groups of expert players adding another layer of drama to gameplay
Pro Tip: The bread has no special properties other than the gameplay dynamic of clarifying who is not the Baker. This allows the Werewolves to deduce who the Baker may be through process of elimination, as the Baker cannot deliver bread to themselves.
Joker’s Wild
Try a new character before committing to a purchase!
Similar to a classic deck of cards, this Joker token acts as a "wild card" for owners of the game who don't own all the tokens from Wolf Bite.
For example, if you want to try out the Alpha Wolf and see how it works in-play before buying the token, use the Joker and let your group know that this token represents the Alpha Wolf for this entire game only.
ADVANCED TIPS
Hosting
When setting up a space for play, be sure to allow plenty of room in front of chairs and coffee tables, etc. for the Narrator to be able to walk through. Discreet movement is important!
Setting up candles, or a dim light, creates a spooky vibe for nighttime after your main light is off, but still lets everyone see to make their moves.
Prepare candles for everyone to hold during gameplay. These stay lit until the person is killed!
Narration
Have fun! Set the tone for the game by getting into a character.
The night can be complex and the daytime deliberation can be loud. The Narrator should be prepared to handle chaos of all kinds— they must be comfortable keeping track of details and taking charge when required.
Be cautious with deck builds. For smaller groups, never add too many special characters, this makes things too predictable and creates too many alibis.
Playing
With discussion and interrogation, anything goes! Don't be afraid to accuse, shout, team up, and backstab. It’s all for the good of the village, right? #teamcouch
Covertness is key. Often times the players rely on what they hear at night to help direct their actions in the morning so it is important for characters to be as quiet and subtle as possible at night.
Bluffing not only adds more fun to the game, at times it’s necessary! Don’t be scared to straight up lie about being a special character— it could be worth the risk.
Stay in character but remember it’s just a game. Have fun!